Lets go point by point Creston.
First, lag and tech difficulties must not be able to kill your character alone. That's true, and is the FIRST challenge of a PD setting. Like I said, don't think of it as EQ with PD, or D2 hardcore or anything like that. How to achieve that? Many ways, the one I prefer is having 3 states: alive, incapacitated and dead. You cannot go from Alive to Death in one shot(see below for exceptions). When you get to 0 HP or less, for example, you become incapacitated. Most monster AI will then switch to another opponent, letting you 'live'. When Incapacitated, you couldn't move, you might lose permanent HP and maybe XP or such, but you can still use 'mental' or specific skills, like certain healing skills/powers or such. If you are all alone(not a good thing to be), depending on the AI, he could just let you rot there, or 'bring' you to his camp to eat you, leaving you chances of being rescued or escaping yourself over time, etc. Very very few creatures could and would really kill you in combat, and those would be very dangerous to attack, and you usually know the risk when going against them. It now means that healers are really important in any party. As for other players instead of mobs, they get you to incapacitated, and they have a CHOICE of really killing you. If they do, they might lose things like alignment, morality, etc. They could get bigger bounties, ennemies, etc. Really killing someone would have consequences. This is just a simple system that illustrate how you could change how it currently works to make it work in PD. I'm sure you could come up with even better and more complex ideas. So, we got rid of lag kills for now, and other 'accidental deaths' that you have no control over.
Now, your points about losing your character after having work for SO long is not very good IMHO. I do think that the longest you play with a character, the LESS chance you have of losing it (lag asside if you want to refer to D2 Hardcore), for many reasons: your char is more powerful, you know how not to die since you're still alive for so long, etc. The early life of a character would be the most difficult part, and alliance and cooperation will play a very very important part in your 'survival'.
The goal is to have fairness when you lose a character. You must say and htink that it's fair. It must not be because of lag, etc. There should be very very few reasons to whine in the end, and ideally no reasons at all. If you take on a really powerful creature with the ability to really kill you, you must realize the consequences.
Now, you raise a good point. Monthly fees. We must do a MMORPG where losing a character doesn't make you lose the time you played. Maybe creating something like a lineage, or family, akin to a clan or guild. When you get to a certain level, you might create a lineage for example. It might cost XP and Gold maybe. Then, if you die, special 'insurance' agents try to recover your things and assets(automatically or player-based) and when you create a new characters, you can choose to be of the same lineage or familly, and 'claim' those assets. Also, it's not just a mechanic for dead character, it could promote roleplay and cooperations, and some perks. For example, you and your friends could play 2 brothers, and have some sort of advantages. You could play the game with a daughter, etc. Could be fun. Creatign a lineage could require you to find a lover, or just a prostitute for a bastad child, but this might be a bit much for most games =) So, while you lost your character, you still haven't lost everything, and you, or others, could benefit from this. Now, there are tons of things to think about, fix and examine, but that could be a way not to waste you monthly payments.
Also, maybe changing the payment modes to something different. PD might require something other than simple monthly payments, as it might not be the best way to handle it, like you explained. I don't have any proposal. Maybe pay per characters? I dunno.
Well, as for PKers, I think they will be less, socially speaking and gameplay-wise.
We start with a premise that I think is fair: PKers kill because they have the opportunity. The system let them do it, so why not? It's fun! There could be many 'classes' of PKers, but i think this premise is present for most of them, if not all. Some do it to feel more powerful, to harm others, etc, but this is secondary to the oppurtunity that is present.
Now, lets take Diablo for examples. PKers are eaither MUCH higher level than you, or close to you but BUILT for PKing. Normally, the player work hours to get his char high level, or 'perfect' enough, and then he is free to PK. Now, with PD, he might kill one character, and then die, or maybe he can kill 2, or 3, before dying. Now he must take once again hours to build another character, then kill maybe 2-3 persons. Also, maybe because of lineage, if it's 'account' based, he might be flagged as a serial killer, and his heirs too. Which would limit his activities. In D2, it's easy to start a new account. With a pay-to-play game, it's a bit harder to create a new account. Even more, like I said before, the character has the CHOICE of killing another. If you do chose to do it, it might take a certain delay where you are vulnerable. Think of it as diablerie in Vampire the Masquerade if you know that game, although it might be something like choping his head of, or his scalp, or performing magic, or something. So, trying to really kill someone might make you vulnerable, and could be killed while attempting to kill someone else, especially in a big fight. So, no more 'hit-and-run' PKilling. It takes much more involvement.
Fruthermore, socially-wise, people will band against PKers. Known PKers will be hunted down. They will not last long, and won't have an easy time finding a lone soul to PK easely. The system must also be made so that there aren't 'easy PK skills' like there are in D2.
Now, with all those difficulties, and the fact that it's pay-to-play and not free like D2, what would you do as a PKers? Isn't the opportunity much better in, say, another non-PD MMORPG? Is it worth it when it's a LOT easier in another game? Sure, some might stay, but I assume most will flock to other games. So, now, PKilling become more a roleplay and character trait than anything else: you want to play a serial killer or bounty hunter with all the consequences, which are many, fine. That's not PKilling for me.
In the end, like I said, you must really make a new game, you cannot build on top of the current crop of MMORPG, the game must be different to have PD. You can solve any problems, so instead of always just babbling about the perceived problems, why not trying to SOLVE them?
Ahh... but this is the problem with the society today, but oh well, that's another topic =)
I know PD and stuff is really far away, but I still hope the community will one day realize it could be so much more than the current bland MMORPG...
This comment was edited on May 9, 18:39.